Post by Enderminion on Jul 2, 2017 0:48:51 GMT

more fusing options for warheads would be nice, in particular: Explode on Impact, Explode after penetrating X distance, Explode when the explodie bit is going to be disabled, and explode when the missile/shell is disabled

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Post by beatle on Jul 3, 2017 17:47:48 GMT

more fusing options for warheads would be nice, in particular: Explode on Impact, Explode after penetrating X distance, Explode when the explodie bit is going to be disabled, and explode when the missile/shell is disabled

Yes! Especially "explode after penetrating x distance" as this would make explosives and especially nukes actually useful.

Currently, even gigaton nukes are totally impotent exploding mere meters away from the simplest aerogel anti-nuke armour (I haven't done the calculations, but this seams buggy to me, anyway .. ), but no Dreadnought should be able to survive 10kt exploding inside it's shell!

Post by captinjoehenry on Jul 3, 2017 23:23:09 GMT

more fusing options for warheads would be nice, in particular: Explode on Impact, Explode after penetrating X distance, Explode when the explodie bit is going to be disabled, and explode when the missile/shell is disabled

Yes! Especially "explode after penetrating x distance" as this would make explosives and especially nukes actually useful.

Currently, even gigaton nukes are totally impotent exploding mere meters away from the simplest aerogel anti-nuke armour (I haven't done the calculations, but this seams buggy to me, anyway .. ), but no Dreadnought should be able to survive 10kt exploding inside it's shell!

The issue there is penetrating the hull while keeping the nuke intact. At impact velocities measured in km/s that is anything but a simple task.

Post by omnipotentvoid on Jul 4, 2017 4:37:37 GMT

I am unsure if impact fusing would work, the way weapons are implemented right now. There seems to be a slight delay (for any weapon) before the weapon activates. This is even more true for nukes specifically, as the actuall effect of the explosion happens a few frames after detonation (which itself happens a bit after the trigger parameters are hit). In my testing, nukes with hard range set to 1cm tend to overpenetrate the target and explode one to two hundred meteres behind it (traveling at 5km/s relative to the target).

To allow for fuses like suggested to work, the way weapon are triggered may have to be reworked entirely.

As a bonus, carefully timed nukes detonating inside a gunship (also note that there aren't any penetrations in the ship wall):

Post by vegemeister on Jul 4, 2017 5:04:58 GMT

This is important, but I think it depends on an overhaul of the simulation so that it uses very short, relative-velocity-dependent timesteps for impact calculations. I'm finding even basic, remote-free hard range = 0, activation range = 0 flak bombs don't behave as expected. Some of the detonate *in front* of the target, some behind. I do look forward to using good old fashioned APHE shells though =P